Difference between revisions of "WeatherAffects"
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− | . | + | *To make an area or room with no weather, use Prop_Weather with CLIMASK_VOID. |
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[[Category:AREAS(BuilderInfo)]] | [[Category:AREAS(BuilderInfo)]] |
Revision as of 16:50, 13 April 2021
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Builder Information= | |||
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Basics | Praetor Player Support Commands Zapper Masks | Advanced | Races Classes Abilities Socials Scripting |
Building | Behaviors Properties Areas Rooms Exits Items Mobs | Systems | Achievements Crafting Help Info Ships Planes of Existence Quests Triumphs |
===WeatherAffects=== | |
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Targets: | Rooms, Areas |
Parameters: | (windsheer=%chance) (puddlepct=%chance) (rainslipchance=%chance)
(snowSlipChance=%chance) (sleetSlipChance=%chance) (freezeOverChance=%chance) (droughtFireChance=%chance) (botherticks=#ticks) (diseaseticks=#ticks) (rustticks=#ticks) (lightningticks=#ticks) (rumbleticks=#ticks) (gustticks=#ticks) (tornadoticks=#ticks) (hailticks=#ticks) (dustticks=#ticks) |
Examples: | windsheer=10 puddlepct=20 |
Description: | The amazingly powerful behavior handles almost all of the effects of weather upon players and the environment. By changing the parameters listed above, the frequency of certain negative effects of weather can be tweeked, modified, enhanced, or eliminated.
The parameters and their meaning are as follows: windsheer - percent chance that a ranged attack or thrown item will be blown off course. puddlepct - percent chance, following wet weather, that puddles, snow piles, or dust will form. rainslipchance - percent chance, during wet weather, that someone will slip while moving. snowSlipChance - percent chance, during snowy weather, that someone will slip while moving. sleetSlipChance - percent chance, during sleety weather, that someone will slip while moving. freezeOverChance - percent chance, during cold weather, following cold weather, that a given available water surface will freeze over for a time. droughtFireChance - percent chance, during a drought, that a random item will be selected from all available rooms to be spontaneously ignited. botherticks - how often, in ticks, players will be reminded of current weather conditions. diseaseticks - how often, in ticks, players will suffer a small chance, depending on weather conditions, of catching a weather related disease, such as cold, flu, frostbite, heat. rustticks - how often, in ticks, players in wet weather or conditions will suffer a chance of one of their items rusting and therefore taking damage. lightningticks - how often, in ticks, during thunderstorms, an available player will suffer a chance of someone in the same room being struck by lightning. rumbleticks - how often, in ticks, players are given slightly more personal reminders of current weather conditions than they get from botherticks. gustticks - how often, in ticks, during windy conditions, an available player will suffer a chance of someone in the same room being buffeted by a gust of wind. hailticks - how often, in ticks, during hail storms, an available player will suffer a chance of someone in the same room being buffeted by hail. dustticks - how often, in ticks, during dust storms, an available player will suffer a chance of someone in the same room being hit in the eye with dirt. tornadoticks - how often, in ticks, during thunderstorms and windy conditions, an available player will suffer the chance of a tornado touching down in their room. |
Notes
- To make an area or room with no weather, use Prop_Weather with CLIMASK_VOID.